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Fixed
Fixed in 6000.0.74f1, 6000.3.15f1, 6000.4.5f1, 6000.5.0b6, 6000.6.X
Votes
3
Found in
6000.0.67f1
6000.3.8f1
6000.4.0b8
6000.5.0a7
6000.6.0a1
Issue ID
UUM-134993
Regression
Yes
Non-multisampled texture binding errors are logged when running the DepthBlit URP scene with MSAA enabled on Vulkan
How to reproduce:
1. Create and open a new Universal 3d project using Vulkan
2. Navigate to Window → Package Manager
3. Find the “Universal RP“ package
4. Open the “Samples” tab
5. Import the “URP Package Samples“
6. In the Project tab, search for the “DepthBlit“ scene and open it
7. Observe the Console tab
Actual result: Error messages are spammed in the console
Expected result: No errors are present
Reproducible with: 6000.0.22f1, 6000.0.68f1, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7
Not reproducible with: 6000.0.21f1
Reproducible on: Windows 11, Ubuntu 22.04
Notes:
- The issue does not occur on other graphics APIs
- The issue does not occur when the “Main Camera” GameObject’s “Camera“ component’s “MSSA” setting (located under “Output“) is switched from “Use settings from Render Pipeline Asset“ to “Off“
- Full error message:
”A non-multisampled texture being bound to a multisampled sampler. Disabling in order to avoid undefined behavior. Please enable the bindMS flag on the texture.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)”
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Resolution Note (fix version 6000.5.0b6):
Fixed in 6000.5.0b6
Resolution Note (fix version 6000.4.5f1):
PR merged, low priority and already verified for 2-3 releases
Resolution Note (fix version 6000.3.15f1):
Fixed in 6000.3.15f1
Resolution Note (fix version 6000.0.74f1):
Fixed in 6000.0.74f1